X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=TODO;h=8cea29221b5cc7ee94086e8b4cd359a655ac2b9b;hb=50f35affb16c78bd3d0b420f5ba37d74fcac391f;hp=b7b614b2038c9885d4822868ccec5e8fd76ae98e;hpb=5756512831c0ebd625dd2a58233c7653ebe3c2ba;p=blank.git diff --git a/TODO b/TODO index b7b614b..8cea292 100644 --- a/TODO +++ b/TODO @@ -1,8 +1,7 @@ block placement/removal timers - currently block placement and removal is instantaneous. it should - actually take some time to place and remove a block. with - removal timing depending on the tool used to remove the block + removal timing depending on the tool/block combination + animation for remove composite entity animations @@ -13,13 +12,18 @@ textures do I need to say anything? :) -command line +font rendering - usefull for development and later on world administration + with background now being a thing, a padding might be nice + that or maybe separate bg from fg rendering -font rendering + it may also be feasible to get rid of SDL_ttf and use freetype + directly to eliminate the unneccessary surface creation + ftgl might also be worth looking at - mostly for labelled blocks and some ui elements +command line + + usefull for development and later on world administration networking @@ -40,13 +44,31 @@ entity ai (block) lighting - light levels are roughtly implemented. the shader has to be - adjusted so they actually have an impact on the resulting color + occlusion/neighbor light mixing is implemented, but still linear + this could be solved by using a pre-interpolated light texture and + mapping light levels to coordinates on that + + also: how could block light affect entity lighting? + maybe get the interpolated light level at the entity's center and use + that as the light power for the directional lighting shader and use a + direction that's fixed relative to the camera? + + there's a bug where a chunk's model is not updated if its neighbor + changes border light levels + I kinda mitigated it a little for direct neighbors during linking, but + it still can happen in (hopefully) rare corner cases + + propagation through semi-filled blocks is wonky. I worked around it by + having the light propagate into solid blocks, but feels like this + could cause some weird behaviours gravity maybe like light levels? should also store a direction with it in that case. also, global gravity may be a world option. + no, per-block gravity vector is most probably too expensive. + better have the chunks store a few point masses (maybe blocks that + emit gravitation?) and calculate from that block attributes @@ -59,6 +81,9 @@ chunk traversal maybe the chunk loader should keep an index of interesting, if not all chunks by position, possibly base-relative + profiling indicates that this is not neccessary atm. maybe it will + when there's some more action in the world + transparency (blocks and entities) transparent blocks because awesome @@ -67,3 +92,14 @@ world generator that is not boring maybe divide into biomes and add special features like settlements, ruins, all kinds of interesting stuff + +entity/world collision + + first draft of entity/world collision is implemented + it jitters and has some surprising behaviour + finding a spawn point which doesn't put entities in solids is + now a little more crucial. press N if you're in trouble + +better noise + + current simplex noise implementation repeats itself pretty quickly